com.unity.netcode.gameobjects@1.0.0-pre.10
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
@@ -271,11 +271,18 @@ namespace Unity.Netcode.RuntimeTests
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public class NetworkVariableTest : NetworkBehaviour
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{
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public enum SomeEnum
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{
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A,
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B,
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C
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}
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public readonly NetworkVariable<int> TheScalar = new NetworkVariable<int>();
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public readonly NetworkVariable<SomeEnum> TheEnum = new NetworkVariable<SomeEnum>();
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public readonly NetworkList<int> TheList = new NetworkList<int>();
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public readonly NetworkList<ForceNetworkSerializeByMemcpy<FixedString128Bytes>> TheLargeList = new NetworkList<ForceNetworkSerializeByMemcpy<FixedString128Bytes>>();
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public readonly NetworkList<FixedString128Bytes> TheLargeList = new NetworkList<FixedString128Bytes>();
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public readonly NetworkVariable<ForceNetworkSerializeByMemcpy<FixedString32Bytes>> FixedString32 = new NetworkVariable<ForceNetworkSerializeByMemcpy<FixedString32Bytes>>();
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public readonly NetworkVariable<FixedString32Bytes> FixedString32 = new NetworkVariable<FixedString32Bytes>();
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private void ListChanged(NetworkListEvent<int> e)
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{
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@@ -365,6 +372,7 @@ namespace Unity.Netcode.RuntimeTests
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"Timed-out waiting for all clients to connect!");
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// These are the *SERVER VERSIONS* of the *CLIENT PLAYER 1 & 2*
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var result = new NetcodeIntegrationTestHelpers.ResultWrapper<NetworkObject>();
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@@ -597,7 +605,7 @@ namespace Unity.Netcode.RuntimeTests
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bool VerifyStructure()
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{
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return m_Player1OnClient1.TheStruct.Value.SomeBool == m_Player1OnServer.TheStruct.Value.SomeBool &&
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m_Player1OnClient1.TheStruct.Value.SomeInt == m_Player1OnServer.TheStruct.Value.SomeInt;
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m_Player1OnClient1.TheStruct.Value.SomeInt == m_Player1OnServer.TheStruct.Value.SomeInt;
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}
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m_Player1OnServer.TheStruct.Value = new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
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@@ -607,6 +615,23 @@ namespace Unity.Netcode.RuntimeTests
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yield return WaitForConditionOrTimeOut(VerifyStructure);
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}
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[UnityTest]
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public IEnumerator TestNetworkVariableEnum([Values(true, false)] bool useHost)
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{
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yield return InitializeServerAndClients(useHost);
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bool VerifyStructure()
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{
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return m_Player1OnClient1.TheEnum.Value == NetworkVariableTest.SomeEnum.C;
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}
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m_Player1OnServer.TheEnum.Value = NetworkVariableTest.SomeEnum.C;
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m_Player1OnServer.TheEnum.SetDirty(true);
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// Wait for the client-side to notify it is finished initializing and spawning.
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yield return WaitForConditionOrTimeOut(VerifyStructure);
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}
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[UnityTest]
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public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
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{
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